In order to actually deal good damage and become viable with it, you have to already have kills, which is retarded as a concept. Next, you have to rocket jump to actually make those multiple rockets worth anything, so using this weapon ALSO uses up health.

Next, you have use a BASE Jumper to at least keep rockets on the enemy, there goes your secondary and now you are a flying target.

Then, you already use 1 rocket for the rocket jump, so you either have to reload and spend more time being shot...Comment too long. Click here to view the full text.

>>319973252That's what I thought at first, but then I actually played the fucking game and realized it's legitimately a great game with a fun battle system and genius writing. It's only flaw is that it's too short.

>Interviewer: So, can you tell us the story about how Marth and Roy became playable characters in Super Smash Bros. Melee?

>Sakurai: Well, I wanted to include Marth in the original Smash Bros. game, as a sword-wielding character. But for Smash 64, there were some features we barely finished in time, and the four hidden characters were created only on the premise of being able to reuse some movements and parts of the models of pre-existing characters, so in...Comment too long. Click here to view the full text.

>Interviewer: In Smash for 3DS/ Wii U, there are far more Fire Emblem characters on the roster than in previous games. How did you go about the selection process for these characters?

>Sakurai: It really depends on the situation. For example, Roy and Robin were included for completely different reasons. It also depends on luck, of course. Industry trends around the time when development begins is a pretty big factor. I started development on Smash for 3DS/ Wii U right after I’d wrapped up Kid Icarus: Uprising, and...Comment too long. Click here to view the full text.